Beasts of NurgleUnit changes - are now an upgrade unit, shared with Chaos Spawn.

Nurgle's RotRule changes - this is now a formation-level ability that increases the Lesser Daemon Pool from enemy assault casualties on a 5+. It's currently only on formations containing a Lord of Contagion Supreme Commander, a Daemon Prince or formations that have bought the 40pt upgrade.

Armoured CompanyStructural change - moved back to being a Support Formation.

OverallI've removed several army- or unit-specific rules, and rolled the Walkers and Dreadnoughts upgrades into one upgrade.

The Biologus Putrifier has also been removed from the main list to the 'Just for Fluff' section, but the Nurgle's Rot formation upgrade is slightly more widely available now.

TerminatorsUnit changes - another retry.

As the more elite approach hasn't worked too well, it's time to try a lower power level and see how that works. I've kept the Cataphractii rule, but it's now just a 5+ INV save. However I've given them Mounted and Walker to represent them being more ponderous than standard Terminators. I've also removed Thick Rear Armour to give them a weakness that can be exploited with good positioning, but with 4+/4+/5+ they're still going to be a pain to get rid of with non-MW/TK weaponry.

The Blightlords have been down-gunned slightly, removing their Reaper Autocannon to leave them with what's effectively a Heavy Flamer. Although I'll probably bump that up to two to match units like the Salamander Terminators.

The other big change is that I've removed Teleport, dropped them to 325pt but added a 50pt upgrade for Teleport. So overall they've had a 25pt decrease if Teleporting, but a 75pt decrease as a ground unit, which might make the fluffy choice of Terminators in Land Raiders a more viable option. Or even Terminators in a separate Plague Tower, if you really want overkill in an assault.

Beasts of NurgleUnit changes - I've removed the Playfully Distracted rule so they now count for outnumbering, but dropped them to 10cm Speed.

TransportsInstead of listing Nurgling Swarm transport capacity individually, I've added a blanket paragraph letting any AV in the list transport 1 stand, and WEs as many as their starting DC, in addition to any other transport capacity the vehicle might have.

Nurgle's RotRule change - after a couple of test games trying a new version, I've changed Nurgle's Rot to a unit-based ability. It does much the same as before, but for each unit in the assault that has Nurgle's Rot it has an effect on a 4+. This has simplified several unit entries to having just Nurgle's Rot instead of their own specific rule.

TerminatorsUnit changes - I've tweaked the experimental profiles slightly, and Blightlords are the default type, with up to two being swappable for Deathshrouds. For now I've kept the 5+ INV save and given them back the ability to countercharge, mostly for tied combats.

The Deathshrouds lose their Firefight ability in return for Macro Weapon on the unit profile, so both of their CC attacks have MW. With the Nurgle's Rot changes, the Deathshrouds have Rot but the Blightlords don't.

Beasts of NurgleUnit changes - these are now 1 summoning point, ARM3+ CC5+ FF-- and Nurgle's Rot, and keeping the Playfully Distracted rule. This now gives them a distinct role from Plaguebearers as they're going to do a good job of punishing the opponent but at the cost of making it less likely for you to win the assault in the first place.

Experimental UnitsI've removed the other experimental unit variations to concentrate on these, but they're still in the 0.5.0 file if someone wants access to them.

Biologus PutrifierUnit change - this now just has Nurgle's Rot instead of it's own special rule.Unit cost - increased to 35pt.

Layout ChangesI've added two new charts to the unit section, one for experimental units and one for purely fluff units/copies of 40k units that don't really belong in a standard Epic game.

TerminatorsThe existing Grave Wardens are in there unchanged, but I've added an experimental option to take four Blightlords or two Blightlords and two Deathshrouds. In the experimental section there are three Deathshroud variants.

Biologus PutrifierNew CharacterA character upgrade with INV save and Small Arms EA+1. Increases the number of 'hits' from Nurgle's Rot by one, can be added to Plague Marine Retinues, Terminators and Chosen.

Lord of Contagion (Lord of Pestilence)Added ability - gives Nurgle's Rot to the formation, but I've removed his FF EA completely in return.

Nurgle's RotWording - a minor tweak to the text to make a clearer division between flavour text and rules text.

Implacable AdvanceAdded ability - Experimental, Plague Marine Retinues count as having an extra Leader when they're on an objective.

Experimental UnitsThis new section contains unit suggestions and units for playtesting. Notable three Deathshroud Terminator variants and three Beast of Nurgle variants.

Just for Fluff UnitsThis new section contains 'direct' translations of some of the new Death Guard units from 40k, and are not designed for consideration for the main list! For completeness, I've added a tweak GUO with Disrupt on the barrage, and Nurgle's Rot.

As far as the game itself went, let's just say that I'd got so hooked up on writing the list to test stuff that I forgot to include ranged weapons, with the expected results against Tau...

That said, The assault that involved Nurgle's Rot and a Biologus Putrifier worked out fine from a rules PoV with the Stealth Suits gaining an extra two BMs (after breaking the PM Retinue ), and some of the Chosen did an excellent job of breaking and falling 'back' to place Tau formations in their ZoC to force the Tau to do something other than Overwatch or Sustained Fire.

Nurgle's Rot is per-unit.During combat res, roll a d6 per Nurgle's Rot unit in the formation. Every roll of 4+ is an 'extra hit/BM'.

This lets a player stack up a bunch of sources of Nurgle's Rot in an assault (for example Daemon Prince + Nurgle's Rot for the formation + Biologicus Putrifier), but without being able to auto-break/auto-kill the enemy formation.

It also lets me try Nurgle's Rot Beasts of Nurgle again, although with 2 summoning cost to limit the number of extra hits.

The terminators are next to impossible to kill with the additional 5+ inv. The only way to deal with them is to try to keep them broken or goad your opponent into dropping them in no man's land.

The contagion engines still don't seem worth the 325 points especially when compared to the plague towers at 25 points more.

The list has become very bogged down with special rules and exceptions on rules. Half the units have different special rules. Its much too complicated.

There are 5 different characters which is a little over the top. I understand they all have slightly different roles but consider consolidating a bit.

Otherwise the balance seems to be reasonably good. We had a fun game with them and that's what's most important.

Nurgles Rot is good. It feels a little more cluttered now with the adding up and dice rolls, but I guess it allows for it to be more potent.

Love the terminators. Put them in cover and people really need to go in and dig them out.

I've tried to take contagion engines and they just don't appeal at that price point. Agree completely.

What are the special rules that feel too much or heavy with exceptions? I looked over the list and agree there's some parts that feel heavy, ie multiple types of terminators and the putrifier CH, but feel most rules flow well.

Special rules that feel like too much:1.Nurgling swarm transport is a lot of rule bulk for just a single type of transport option.2.Beasts of nurgle - playfully distracted rule seems unnecessary.3.Terminators - need to be streamlined. They have special rules to balance other special rules, it's too much. (Says the guy looking after Necrons lol)4.Six different characters is too much to keep straight.

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